U.S. patent number 5,975,528 [Application Number 08/608,181] was granted by the patent office on 1999-11-02 for innovative gaming apparatus.
Invention is credited to Josef E. Halaby.
United States Patent |
5,975,528 |
Halaby |
November 2, 1999 |
Innovative gaming apparatus
Abstract
A wagering method is disclosed according to which players using
an automated gaming table may: compete against a common dealer for
win/lose status while wagering against each other, the amount
wagered by all losing players in a game being automatically
transferred to a bank from which all winning players are
automatically paid; or wager and compete against each other for
position, with the highest ranked players automatically getting
paid in descending order, from the amount wagered by the lowest
ranked players in ascending order; or wager and compete for
win/lose status against a bank representing a selected banker, with
the provision to automatically provide to other players, the option
of becoming associates in said bank, according to an automatic
selection process or priority order; or compete against a bank
representing one or more players, with the provision to
automatically adjust the amount in the bank to the level of the
amount wagered against it by automatically transferring the amount
or part of the amount wagered by one or more players into said bank
and making said player or players associates in said bank, when
said player or players have selected the option of becoming
associate bankers, said associate banker or bankers being
automatically selected according to an established selection
sequence. Such methods employ an apparatus adapted for using
computer-generated graphic likeness of poker chips controlled by
manually operated switches to make wagers.
Inventors: |
Halaby; Josef E. (Sunnyvale,
CA) |
Family
ID: |
24435407 |
Appl.
No.: |
08/608,181 |
Filed: |
February 28, 1996 |
Current U.S.
Class: |
273/148R;
273/309; 463/13; 463/25 |
Current CPC
Class: |
G07F
17/32 (20130101) |
Current International
Class: |
G07F
17/32 (20060101); A63F 009/22 () |
Field of
Search: |
;463/25,30,31,34,13
;273/274,148R,309 |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
FortuNet, Inc PONGO game brochure, 1995..
|
Primary Examiner: O'Neill; Michael
Claims
What is claimed is:
1. A gaming table for playing cards thereon comprising:
a computer means for generating graphic likeness of poker
chips;
a video monitor means graphically divided into display sections
associated with said players and a bank, on which said graphic
likeness of poker chips can be displayed;
a plurality of manually operated switch means associated with said
players;
a plurality of manually operated switch means associated with a
dealer wherein:
said computer means, monitor means, player-associated switch means
and dealer-associated switch means being linked in such a way
that:
a Start Bet switch means associated with said dealer enables the
switch means associated with all said players;
a Bet switch means associated with a player causes the generation
of a graphic likeness of poker chip by said computer means, and the
display of said graphic likeness of poker chip in the display
section associated with said player, adjacent to the graphic
likeness of poker chips previously generated by said Bet switch
means, with the monetary value of said graphic likeness of poker
chip deducted from the amount belonging to said player;
a Cancel Bet switch means associated with a player causes the
elimination by said computer means of one or all of the graphic
likeness of poker chips associates with said player, and the
erasure of said graphic likeness of poker chip(s) from said video
monitor means, with the monetary value of said graphic likeness of
poker chip(s) added to the amount belonging to said player;
an End Bet switch means associated with said dealer disables the
switch means associated with all said players, and enables a Player
Selection switch means associated with said dealer;
a Player Selection switch means associated with said dealer allows
for the selection of the player for whom a status selection is to
be made, and enables a Status Selection switch means associated
with said dealer;
a Status Selection switch means associated with said dealer allows
for a win, lose or tie status selection for said selected player,
and re-enables said Player Selection switch means when a status
selection has not been made for all players with graphic likeness
of poker chips in a player-associated display section, or enables
an End Game switch means to end the current game when a status
selection has been made for all players with graphic likeness of
poker chips in a player-associated display section.
2. A gaming table as claimed in claim 1 in which the number of
graphic likeness of poker chips wagered by a player is totally
independent of the number of graphic likeness of poker chips
wagered by any other player, and limited only by the amount
belonging to said player, the display capacity of the display
section associated with said player, and the maximum bet amount set
for the game.
3. A gaming table as claimed in claim 2 in which a lose selection
made for a player results in the transfer of some or all the
graphic likeness of poker chips associated with said player, from
the display section associated with said player, to the display
section associated with said bank or the display section associated
with another player.
4. A gaming table as claimed in claim 3 in which a win selection
made for a player results in the transfer of graphic likeness of
poker chips from the display section associated with said bank, to
the display section associated with said player.
5. A gaming table as claimed in claim 4 in which a win, lose or tie
selection made for a player is visually indicated in the display
section associated with said player.
6. A gaming table as claimed in claim 5 in which the graphic
likeness of poker chips won by a winner are distinguishable from
the graphic likeness of poker chips wagered by said player, within
the display section associated with said player.
7. A gaming table as claimed in claim 6 in which said display
sections can display graphic likeness of poker chips of different
denominations that are distinguishable by differences in size,
color or design.
8. A gaming table as claimed in claim 7 in which one of the switch
means associated with a player causes the generation of graphic
likeness of poker chips of a different denomination.
9. A gaming table as claimed in claim 8 in which a number of
graphic likeness of poker chips of one denomination are
automatically converted into graphic likeness of poker chips of
another denomination.
10. A gaming table as claimed in claim 9 in which the graphic
likeness of poker chips remaining in the display section associated
with said bank after a win, lose or tie selection has been made for
all active players are automatically transferred to the display
section associated with the player with whom they are
associated.
11. A gaming table as claimed in claim 10 in which one of the
switch means associated with a player allows for the selection of a
display section other than the display section associated with said
player, for the display of the graphic likeness of poker chips
associated with said player.
12. A gaming table as claimed in claim 11 in which a display
section associated with or selected by a player displays a unique
number or marking identifying the player it is associated with, or
the graphic likeness of poker chips displayed thereon contain a
unique marking identifying the player they are associated with.
13. A gaming table as claimed in claim 12 in which the monetary
value of the graphic likeness of poker chips won or lost by a
player is indicated in the display section associated with or
selected by said player, at the end of each game.
14. A gaming table as claimed in claim 13 in which the amount
belonging to a player is indicated in the display section
associated with or selected by said player, or in a separate
numeric display means associated with said player.
15. A gaming table as claimed in claim 14 in which one of the
switch means associated with said dealer allows for the replay of a
game, for the purpose of showing how the game was played, or for
the purpose of allowing for the making of a different win, lose or
tie selection for any player.
16. A gaming table as claimed in claim 15 in which some of the
switch means associated with said dealer allow for the selection of
game operational data, and for financial transactions with said
players.
Description
FIELD OF INVENTION
This invention relates to the method of wagering in a table type
game such as Blackjack or Poker, and more particularly to a method
that allows players to individually compete against a common dealer
for win/lose status while wagering against each other, to wager and
compete against each other for ranking position, or to individually
wager and compete against a bank representing one or more players,
and to apparatus adapted for using computer-generated graphic
likeness of poker chips controlled by manually operated switches to
make wagers.
BACKGROUND
Card games such as Blackjack are known in which players
individually make wagers against a bank. Such popular games are
generally not legal in many parts of the country because of the
unfair advantage that the banker has over the players.
Other card games are known in which players individually make
wagers against a bank representing one or more of said players. One
of the players is generally selected to act as primary banker for
said bank for each game, according to a banker rotation sequence.
The selected banker generally makes a substantial wager in said
bank. One or more other players may elect to act as secondary
bankers and also make a wager in said bank. There is generally no
correlation between the amount wagered in the bank and the amount
wagered against it.
In such games, poker chips or coins are generally used for
wagering. Automated gaming tables are also known in which
adjustable stacks of chips embedded into the table are
electronically controlled to move vertically to indicate chips
wagered and won by the players. Such automated gaming table is
described in my U.S. Pat. No. 5,299,803, issued on Apr. 8,
1994.
BRIEF SUMMARY OF INVENTION
It is an object of the invention to provide a gaming method that
allows players to individually compete against a common dealer for
win/lose status while wagering against each other, the amount
wagered by all losing players in a game being automatically
transferred to a bank from which all winning players are
automatically paid.
It is another object of the invention to provide a gaming method
that allows players to wager and compete against each other for
ranking position, with the highest ranked players automatically
getting paid, in descending order, from the amount wagered by the
lowest ranked players, in ascending order.
It is still an object of the invention to provide a gaming method
that allows players to wager against a bank representing one or
more players, with the provision to automatically transfer the
amount wagered against said bank by one or more players into said
bank in order to balance the amount in said bank with the amount
wagered against it, when said player or players have selected the
option of becoming associate bankers under certain conditions.
Still another object of the invention is to provide a method of the
above-mentioned types according to which the amount or portion of
the amount lost by the losing players that is not won by the
winning players is automatically refunded to said losing
players.
Yet another object of the invention is to provide a method of the
above-mentioned types according to which the amount won/lost by a
winning/losing player is proportional to the amount wagered by said
winning/losing player and/or inversely proportional to the amount
wagered by all other winning/losing players.
A further object of the invention is to provide a method of the
above-mentioned types which employs an automated gaming table
comprising a video monitor means on which computer-generated
graphic likeness of poker chips are displayed to indicate chips
wagered and won by players.
Yet a further object of the invention is to provide a gaming table
of the above-mentioned type in which said video monitor means is
graphically divided into display sections associated with each of
said players, each of said display sections being further
subdivided into sections on which chips wagered and chips won are
respectively displayed.
Still a further object of the invention is to provide a gaming
table of the above-mentioned type in which manually operated switch
means associated with the players allow each of said players to
place a bet and select other gaming options.
Finally it is another object of the invention to provide a gaming
table of the above-mentioned type in which electronic control means
monitor the amount wagered by each player and determine the amount
won or lost by each player, based on the win/lose selection made
for each said player and the gaming options selected.
In achieving the above and other objects of the invention, there is
proposed an automated gaming table comprising numeric display means
located generally in front of the players to indicate chips
belonging to them, a computer adapted to generate graphic likeness
of poker chips, a video monitor located generally at the center of
the table and functionally divided into display sections associated
with said players and a dealer, on which said likeness of poker
chips and game operational data are respectively displayed,
manually operated switch means generally located in front of the
players that allow said players to place a wager, and manually
operated switch means located generally in front of said dealer
that allow said dealer to select winners and losers for each
game.
Said numeric display means, computer means, video monitor means,
player-associated switch means, dealer-associated switch means are
connected in such a way that; when a player activates a switch to
place a bet, graphic likeness of poker chips corresponding to the
amount wagered are displayed on the bet column within the video
section associated with said player, while the amount wagered is
indicated in the numeric display means associated with said player;
and when the dealer activates a switch to make a win/lose selection
for a player, graphic likeness of poker chips corresponding to the
amount won are displayed on the win column within the video section
associated with said player, or the graphic likeness of poker chips
displayed on the bet column within the video section associated
with said player are decreased by a number of chips corresponding
to the amount lost, while the amount won or lost is indicated in
the numeric display means associated with said player.
There is further proposed special custom software to be loaded into
the computer for operating the various components of the table to
achieve the objectives set forth above.
BRIEF DESCRIPTION OF DRAWINGS
FIG. 1 is a perspective view of a gaming table provided with a
video monitor for displaying graphic likeness of poker chips, and
manually operated switch means for manipulating the chips in
accordance with an embodiment of the invention.
FIG. 2 is a block diagram of the electronic control system that
controls and monitors the components incorporated within the gaming
table.
FIG. 3 is a block diagram illustrating the electrical connections
of the components of the system to the electronic control system
referred to in FIG. 2.
FIGS. 4 through 25 are flowcharts of the operations of the
invention.
DETAILED DESCRIPTION
As stated hereinabove, the invention provides a table for gaming
which comprises first means defining a plurality of numeric display
means indicating chips belonging to individual players, second
means defining a plurality of switch means that allow said players
to wager said chips, third means defining a video monitor means on
which graphic likeness of poker chips are displayed to indicate
chips wagered and won by said players, fourth means defining a
computer means that generates and controls the display of said
graphic likeness of poker chips, and fifth means defining a
plurality of switch means that allow a designated dealer to select
winners/losers for each game, sell/purchase chips to and from
players, and select other gaming options.
In the drawing, the table construction illustrated in FIG. 1
comprises a tabletop 10 which is functionally divided into sections
20, 40, 60 and 80 defining the area allocated to some first,
second, third and fourth players respectively, section 100 defining
an area common for all players, and section 190 defining an area
allocated for a designated dealer.
Tabletop sections 20, 40, 60 and 80 contain numeric display modules
30, 50, 70 and 90 that display the number of chips associated with
said first, second, third and fourth players respectively, manually
operated switches 22, 42, 62 and 82 that allow said first, second,
third and fourth players to wager one chip of low denomination
respectively, manually operated switches 26, 46, 66 and 86 that
allow said first, second, third and fourth players to decrease
their bet by one chip of low denomination respectively, manually
operated switches 24, 44, 64, and 84 that allow said first, second,
third and fourth players to wager one chip of higher denomination
respectively, manually operated switches 28, 48, 68, and 88 that
allow said first, second, third and fourth players to decrease
their bet by one chip of higher denomination respectively, manually
operated switches 32, 52, 72 and 92 that allow said first, second,
third and fourth players to select a banking option for certain
games respectively, and LED's 34, 54, 74 and 94 that indicate when
said first, second, third and fourth players have selected a
banking option respectively.
Tabletop section 100 contains a video monitor 102 which is
graphically divided into sections 110, 120, 130, 140 which are
associated with said first, second, third and fourth players
respectively, section 150 which is associated with a bank, and
section 160 which is associated with the dealer. Section 110
contains graphic vertical columns 112 and 114 which are composed of
display columns 1-4 and 6-9 respectively, section 120 contains
graphic vertical columns 122 and 124 which are composed of display
columns 18-21 and 23-26 respectively, section 130 contains graphic
vertical columns 132 and 134 which are composed of display columns
35-38 and 40-43 respectively, section 140 contains graphic vertical
columns 142 and 144 which are composed of display columns 52-55 and
57-60 respectively, and section 150 contains graphic vertical
columns 152 and 154 which are composed of display columns 69-72 and
74-77 respectively.
Display columns 112, 122, 132, and 142 are allocated for the
display of graphic likeness of poker chips wagered by said first,
second, third and fourth players respectively, while display
columns 114, 124, 134 and 144 are allocated for the display of
graphic likeness of poker chips won by said first, second, third
and fourth players respectively. Display columns 152 and 154 are
allocated for the display of graphic likeness of chips wagered or
temporarily stored in the bank.
In display columns 112, 114, 122, 124, 132, 134, 142, 144, 152 and
154, rows 23-24 are allocated for the display of the first graphic
likeness of chips in said columns, and rows 21-22, 19-20, 17-18,
15-16, 13-14, 11-12, 9-10, 7-8, 5-6 are allocated for the display
of the second, third, fourth, fifth, sixth, seventh, eighth, ninth
and tenth graphic likeness of chips in said columns
respectively
Two different graphic likeness of chips may be displayed in display
columns 112, 114, 122, 124, 132, 134, 142, 144, 152 and 154: blue
chips which are generally assigned a monetary value suitable for
the game being played, and red chips which are assigned a higher
monetary value that is perhaps 5 to 10 times the value of the blue
chips.
Row 4 within sections 110, 120, 130 and 140 is allocated for the
display of a symbol indicating a win, lose or tie selection for
said first, second, third and fourth players respectively; it is
indicated by line 106.
Row 3 within sections 110, 120, 130, and 140 is allocated for the
display of a number or strings of vertical lines emulating a level
meter that indicates the number of chips that said first, second,
third and fourth players own respectively; it is indicated by line
108
Tabletop section 190 contains keyboard 192 that allows the
designated dealer to select game parameters and perform game
related functions.
FIG. 2 illustrates the PC-based data acquisition and control system
that monitors and controls all the active components incorporated
within the gaming table. It is composed of personal computer or CPU
card 200, monitor 220, keyboard 230, and I/O card 240.
The input lines of I/O card 240 detect the contact closure of the
manually operated switches associated with the players. The output
lines control the operation of the LCD displays and LED's
associated with said players.
The software that operates the system is booted into the personal
computer or loaded into the ROM of the CPU card. Keyboard 192
preferably contains only the keys that are useful to the designated
dealer to make game selections for the menu-driven program. Data
acquisition and control system comprising I/O cards are
conventional and need no further clarification in this text.
FIG. 3 illustrates the connection of all the components of the
system to the I/O card of FIG. 2. The numeric display modules
associated with the first, second, third and fourth players that
indicate the number of chips or the amount of money belonging to
said players are preferably self-contained, high resolution,
bi-directional counters with built-in LCD display. This well-known
type of module can be treated just like any IC.
Inputs I1, I2, I3 and I4 are connected to the BET.KEY1 associated
with the first, second, third and fourth players respectively,
inputs I5, I6, I7 and I8 are connected to the BET.KEY2 associated
with said first, second, third and fourth players respectively,
inputs I9, I10, I11 and I12 are connected to the RET.KEY1
associated with said first, second, third and fourth players
respectively, inputs 113, 114, 115 and 116 are connected to the
RET.KEY2 associated with said first, second, third and fourth
players respectively, and inputs 117, 118, 119 and 120 are
connected to the BK.KEY associated with said first, second, third
and fourth players respectively.
Outputs T1, T2, T3 and T4 control the UP count of the display
modules associated with said first, second, third and fourth
players respectively, outputs T5, T6, T7 and T8 control the DOWN
count of said display modules, and outputs T9, T10, T11 and T12
control the operation of the BK.LED's associated with said first,
second, third and fourth players respectively.
Flow-chart 1000-2200 illustrates the logic of the computer program
that operates the system. It is functionally divided into several
sections. In the explanation that follows:
Variables GAM.CNT, BLUE.VAL, RED.VAL, MAX.BET, BMAX.BET and
MAX.CHIPcontain gaming attributes relevant to the game being
played.
GAM.CNT=1 indicates that the condition of the game is "bet against
players and pay by position", in which case, all players compete
against a common dealer for win/lose status while wagering against
each other, with the amount wagered by the losing players going
into a bank from which the winning players are paid. Winners are
paid depending on their position at the table. Starting from a
designated first player in rotation, each winner is paid in full,
to the extend that the amount in the bank permits.
GAM.CNT=2 indicates that the game condition is "bet against players
and pay by percentage", in which case, all players compete against
a common dealer for win/lose status while wagering against each
other, with the amount wagered by the losing players going into a
bank from which the winning players are paid. Winners are paid
regardless of their position at the table, with each receiving an
amount that is proportional to the amount of his wager and
inversely proportional to the amount wagered by the other
winners.
GAM.CNT=3 indicates that the game condition is "bet against players
and pay by increment", in which case, all players compete against a
common dealer for win/lose status while wagering against each
other, with the amount wagered by the losing players going into a
bank from which the winning players are paid. Winners are paid
regardless of their position at the table. Each selected winner is
paid by equal incremental amounts, first to the limit of the lowest
amount won by any selected winner, then to the limit of the next
lower amounts won by the other selected winners, in descending
order, to the extend that the amount in the bank is
distributed.
GAM.CNT=4 indicates that the game condition is "bet against players
and pay by ranking position", in which case, all players wager and
compete against each other for position, with the highest ranked
players automatically getting paid, in descending order, from the
amount wagered by the lowest ranked players, in ascending
order.
GAM.CNT=5 indicates that the game condition is "bet against elected
bankers and pay by position", in which case, players compete and
wager against a bank representing one or more elected bankers.
Starting from a designated first player in rotation, each winner is
paid in full from the bank, to the extend that the amount in the
bank permits, and each loser loses the full amount wagered, to the
extent that the amount is matched by the amount in the bank.
GAM.CNT=6 indicates that the game condition is "bet against
conditional bankers and pay by position", in which case, players
compete and wager against a bank representing a selected banker,
with the provision to automatically adjust the amount in said bank
to the level of the amount wagered against it by automatically
transferring the amount or part of the amount wagered by one or
more players into said bank and making said player or players
associates in said bank, when said player or players have selected
the option of being conditional bankers.
Graphic columns P1.BET.COL, P2.BET.COL, P3.BET.COL and P4.BET.COL
are the areas within the common video monitor that are allocated
for the display of graphic likeness of chips wagered by the first,
second, third and fourth players respectively, graphic columns
P1.WIN.COL, P2.WIN.COL, P3.WIN.COL and P4.WIN.COL are the areas
within the common video monitor that are allocated for the display
of graphic likeness of chips won by said first, second, third and
fourth players respectively. Graphic columns BK.COL1 and BK.COL2
are the areas within the common video monitor that are allocated
for the display of graphic likeness of chips wagered or temporarily
stored in the bank.
Graphic rows P1.STATUS, P2.STATUS, P3.STATUS and P4.STATUS are
areas within the common monitor that are allocated for the display
of a symbol indicating a win, lose or tie selection for said first,
second, third and fourth players respectively.
BLUE.VAL contains the monetary value assigned to the lower
denomination chips whose color may be blue, RED.VAL contains the
monetary value assigned to chips of a higher denomination whose
color may be red, MAX.BET contains the maximum amount that may be
wagered by any player, BMAX.BET contains the maximum amount that
may be wagered in the bank, and MAX.CHIP indicate the maximum
number of chips that can be displayed in any display column.
Counters P1.OWN.AMT, P2.OWN.AMT, P3.OWN.AMT and P4.OWN.AMT store
the amount belonging to the first, second, third and fourth players
respectively, counters P1.BET.AMT, P2.BET.AMT, P3.BET.AMT and
P4.BET.AMT store the amount wagered by said first, second, third
and fourth players respectively, counters P1.WIN.AMT, P2.WIN.AMT,
P3.WIN.AMT and P4.WIN.AMT store the amount won in a game by said
first, second, third and fourth players respectively, and counters
P1.RET.AMT, P2.RET.AMT, P3.RET.AMT and P4.RET.AMT store the amount
refunded at the end of a game to said first, second, third and
fourth players respectively.
Counters P1.BLUE.CNT, P2.BLUE.CNT, P3.BLUE.CNT and P4.BLUE.CNT
store the number of blue chips displayed in columns P1.BET.COL,
P2.BET.COL, P3.BET.COL and P4.BET.COL respectively, counters
P1.RED.CNT, P2.RED.CNT, P3.RED.CNT and P4.RED.CNT store the number
of red chips displayed in columns P1.BET.COL, P2.BET.COL,
P3.BET.COL and P4.BET.COL respectively. Counter BKR.COL1 stores the
number of red chips displayed in column BK.COL1, counter BKR.COL2
stores the number of red chips displayed in column BK.COL2, and
counter BKB.COL2 stores the number of blue chips displayed in
column BK.COL2. Counter BK.TOT.AMT stores the amount wagered or
stored in the bank, and counter PX.TOT.AMT stores the total amount
wagered by all players outside of said bank.
Flags P1.WIN.FLG, P2.WIN.FLG, P3.WIN.FLG and P4.WIN.FLG indicate
that a win selection has been made for said first, second, third
and fourth players respectively, flags P1.LOSE.FLG, P2.LOSE.FLG,
P3.LOSE.FLG and P4.LOSE.FLG indicate that a lose selection has been
made for said first, second, third and fourth players respectively,
and flags P1.TIE.FLG, P2.TIE.FLG, P3.TIE.FLG and P4.TIE.FLG
indicate that a tie selection has been made for said first, second,
third and fourth players respectively.
Flags P1.BK.FLG, P2.BK.FLG, P3.BK.FLG and P4.BK.FLG indicate that
the first, second, third and fourth players have selected the
option of betting in the bank respectively, and flags P1.REQ.FLG,
P2.REQ.FLG, P3.REQ.FLG and P4.REQ.FLG indicate that the first,
second, third and fourth players have selected the option of having
their wager transferred in the bank under certain conditions
respectively.
Each of the counters and flags specified has a mirror counter and
flag which automatically assumes the value or status of said
counter and flag during the course of a game. The value and status
of those mirror counters and flags are retained until a new game is
initiated.
Keys P1.BET.KEY1, P2.BET.KEY1, P3.BET.KEY1 and P4.BET.KEY1 allow
said first, second, third and fourth players to bet a blue chip
respectively, keys P1.BET.KEY2, P2.BET.KEY2, P3.BET.KEY2 and
P4.BET.KEY2 allow said first, second, third and fourth players to
bet a red chip respectively, keys P1.RET.KEY1, P2.RET.KEY1,
P3.RET.KEY1 and P4.RET.KEY1 allow said first, second, third and
fourth players to withdraw a blue chip from their bet respectively,
keys P1.RET.KEY2, P2.RET.KEY2, P3.RET.KEY2 and P4.RET.KEY2 allow
said first, second, third and fourth players to withdraw a red chip
from their bet respectively, keys P1.BK.KEY, P2.BK.KEY, P3.BK.KEY
and P4.BK.KEY allow said first, second, third and fourth players to
select the option of betting in the bank in certain games, and
LED's P1.BK.LED, P2.BK.LED, P3.BK.LED and P4.BK.LED indicate that
said first, second, third and fourth players have selected the
option of betting in the bank, in certain games.
A number of additional keys may be associated with said players
that allow each of said players to select the display section on
which the chips wagered are displayed. For instance, player one may
select to display the chips wagered on the display section normally
associated with player four.
A number of subroutines are called during program execution to
perform certain functions. DRAW-RED draws a red chip at the
location specified, DRAW-BLUE draws a blue chip at the location
specified, DELETE-CHIP deletes the chip at the location specified,
SHADOW-CHIP alters the chip at the location specified, and
IDENT-CHIP writes a number or symbol identifying a specific player
on every chip displayed on the display column specified.
Flow-chart section 1000 illustrates the process by which a dealer
selects a game to play from a game selection menu, sell chips to
players, buys chips from players, recalls a game played, and
initiates a new game. The main selection menu is displayed,
prompting the dealer to make a selection. When a new game is
selected, the gaming parameters are copied into game variables
GAM.CNT, RED.VAL, BLUE.VAL, MAX.BET, BMAX.BET and MAX.CHIP.
Operation goes to section 1100 when the start game option is
selected.
Flow-chart section 1100 illustrates the process of selecting a
designated first player from whose position the game starts. A menu
is displayed, prompting the dealer to enter on keyboard 192, the
number corresponding to a designated player, based on some gaming
condition such as the throw of a dice. Pointer ref1 is set to the
number identifying the selected player, and pointers ref2, ref3,
ref4 are set to numbers identifying the following players in
sequence. Operation goes to section 1200.
Flow-chart section 1200 illustrates the first part of the betting
process involving player one.
If GAM.CNT is set to 5, P1.BK.FLG is set and P1.BK.LED is turned
on, when key P1.BK.KEY is pressed, providing that said player has
not placed a bet, P1.BET.AMT=0. Operation goes to section 1400.
If GAM.CNT is set to 6, P1.BK.FLG is set and P1.BK.LED is turned
on, when key P1.BK.KEY is pressed if player one is the designated
first player, Pref1=1, providing that said player has not placed a
bet, P1.BET.AMT=0. Operation goes to section 1400.
If GAM.CNT is set to 6, P1.REQ.FLG is set and P1.BK.LED flashes on
momentarily, when key P1.BK.KEY is pressed, if player one is not
the designated first player.
If GAM.CNT is set to 1, 2, 3 or 4, indicating that there are no
bankers in the game, or GAM.CNT is set to 5 or 6 and flag P1.BK.FLG
is not set, operation goes to section 1300.
Flow-chart section 1300 illustrates the betting process involving
player one when there is no banker in the game or said player is
not a banker.
Each time key P1.BET.KEY1 is pressed, the value of a blue chip
BLUE.VAL is transferred from the amount owned by said player in
P1.OWN.AMT to the amount wagered by said player in P1.BET.AMT,
until the maximum betting limit MAX.BET is reached or the maximum
allowable number of chips MAX.CHIP are displayed. BLUE.VAL is also
added to the total amount wagered by all players in PX.TOT.AMT.
Subroutine DRAW-BLUE is called to draw a blue chip on column
P1.BET.COL at the first chip location that is vacant, starting from
row 23. Counters P1.RED.CNT and P1.BLUE.CNT indicate the number of
red and blue chips wagered by said player.
Each time key P1.BET.KEY2 is pressed, the value of a red chip
RED.VAL is transferred from the amount owned by said player in
P1.OWN.AMT to the amount wagered by said player in P1.BET.AMT,
until the maximum betting limit MAX.BET is reached or the maximum
allowable number of chips MAX.CHIP are displayed. RED.VAL is also
added to the total amount wagered by all players in PX.TOT.AMT. The
chips displayed on column P1.BET.COL are redrawn to place all the
red chips on the first chip locations, starting from location one
at row 23, and the blue chips on the following chip locations, by
calling subroutines DRAW-RED and DRAW-BLUE.
Each time key P1.RET.KEY1 is pressed, the value of a blue chip
BLUE.VAL is transferred from the amount wagered by said player in
P1.BET.AMT to the amount owned by said player in P1.OWN.AMT, until
all blue chips wagered are withdrawn. BLUE.VAL is also deducted
from the total amount wagered by all players in PX.TOT.AMT.
Subroutine DELETE-CHIP is called to erase the last chip displayed
on column P1.BET.COL. Counters P1.RED.CNT and P1.BLUE.CNT point to
the last chip displayed on column P1.BET.COL.
Each time key P1.RET.KEY2 is pressed, the value of a red chip
RED.VAL is transferred from the amount wagered by said player in
P1.BET.AMT to the amount owned by said player in P1.OWN.AMT, until
all red chips wagered are withdrawn. RED.VAL is also deducted from
the total amount wagered by all players in PX.TOT.AMT. Subroutine
DELETE-CHIP is called to erase the last chip displayed on column
P1.BET.COL. The chips displayed on column P1.BET.COL are then
redrawn to place all the red chips on the first chip locations,
starting from location one at row 23, and the blue chips on the
following chip locations, by calling subroutines DRAW-RED and
DRAW-BLUE.
The process is repeated until the END.BET key is pressed to end the
betting process. Operation then goes to section 1500.
Flow-chart section 1400 illustrates the betting process involving
player one if GAM.CNT is set to 5 or 6 and the option of betting in
the bank is selected, P1.BK.FLG on.
Each time key P1.BET.KEY1 is pressed, the value of a blue chip
BLUE.VAL is transferred from the amount owned by said player in
P1.OWN.AMT to the amount wagered by said player in P1.BET.AMT.
BLUE.VAL is also added to the amount wagered in the bank in
BK.TOT.AMT. Subroutine DRAW-BLUE is called to draw a blue chip on
column BK.COL2 at the first chip location that is vacant. Counters
BKR.COL2.CNT and BKB.COL2.CNT indicate the number of red and blue
chips displayed on column BK.COL2, while counter B1.BLUE.CNT
indicates the number of blue chips wagered in the bank by said
player.
Each time key P1.BET.KEY2 is pressed, the value of a red chip
RED.VAL is transferred from the amount owned by said player in
P1.OWN.AMT to the amount wagered by said player in P1.BET.AMT.
RED.VAL is also added to the amount wagered in the bank in
BK.TOT.AMT. Subroutine DRAW-RED is called to draw a red chip on
column BK.COL1 at the first chip location that is vacant. If all
the chip locations in column BK.COL1 are already used, the chip is
drawn on column BK.COL2. The chips displayed on column BK.COL2 are
redrawn to place all the red chips on the first chip locations,
starting from location one at row 23, and the blue chips on the
following chip locations, by calling subroutines DRAW-RED and
DRAW-BLUE. Counters BKR.COL2.CNT and BKB.COL2.CNT indicate the
number of red and blue chips displayed on column BK.COL2.
This process is repeated until the END.BET key is pressed to end
the betting process.
The betting process involving players two, three and four is
similar, with P2.OWN.AMT, P2.BET.AMT, P2.BET.KEY1, P2.BET.KEY2,
P2.RET.KEY1, P2.RET.KEY2, P2.BK.KEY, P2.BK.FLG, P2.REQ.FLG,
P2.RED.CNT, P2.BLUE.CNT, P2.BET.COL; P3.OWN.AMT, P3.BET.AMT,
P3.BET.KEY1, P3.BET.KEY2, P3.RET.KEY1, P3.RET.KEY2, P3.BK.KEY,
P3.BK.FLG, P3.REQ.FLG, P3.RED.CNT, P3.BLUE.CNT, P3.BET.COL;
P4.OWN.AMT, P4.BET.AMT, P4.BET.KEY1, P4.BET.KEY2, P4.RET.KEY1,
P4.RET.KEY2, P4.BK.KEY, P4.BK.FLG, P4.REQ.FLG, P4.RED.CNT,
P4.BLUE.CNT, P4.BET.COL, performing for players two, three and four
respectively, the same functions that P1.OWN.AMT, P1.BET.AMT,
P1.BET.KEY1, P1.BET.KEY2, P1.RET.KEY1, P1.RET.KEY2, P1.BK.KEY,
P1.BK.FLG, P1.REQ.FLG, P1.RED.CNT, P1.BLUE.CNT, P1.BET.COL perform
for player one.
A priority sequence is then established for the bankers. Starting
from the first designated player, the first player who bet in the
bank is registered as the first designated banker Bref1, and the
next players who bet in the bank are registered as the second,
third and fourth bankers Bref2, Bref3 and Bref4 respectively.
Subroutine IDENT-CHIP is called to assign to the chips displayed on
columns BK.COL1 and BK.COL2, a symbol or number identifying the
players they belong to, starting from the designated first banker.
Starting from the first chip position in column BK.COL1 to the last
chip position in that column and continuing on the first chip
position in column BK.COL2: the symbol or number identifying the
first designated banker is written into every red chip wagered by
said player, as denoted by the content of counter Bref1.RED.CNT,
then the symbol or number identifying the second, third and fourth
bankers is written into every red chips wagered by said second,
third and fourth players as denoted by the content of counters
Bref2.RED.CNT, Bref3.RED.CNT and Bref4.RED.CNT respectively. Then
starting from the position of the first blue chip displayed in
column BK.COL2, the symbol or number identifying the first
designated banker Bref1 is written into every blue chip wagered by
said player, as denoted by the content of counter Bref1.BLUE.CNT,
then the symbol or number identifying the second, third and fourth
bankers is written into every blue chips wagered by said second,
third and fourth bankers as denoted by the content of counters
Bref2.BLUE.CNT, Bref3.BLUE.CNT and Bref4.BLUE.CNT respectively.
Operation then goes to section 1500.
Flow-chart section 1500 illustrates the process that takes place
after the betting process.
If GAM.CNT is set to 6, indicating that there may be conditional
bankers, and the amount wagered against the bank is greater than
the amount wagered in the bank, PX.TOT.AMT>BK.TOT.AMT: The
designated second player Pref2 becomes an associate banker if said
player is a conditional banker, Pref2.REQ.FLG set, and the amount
wagered by said player against the bank in Pref2.BET.AMT can be
transferred into said bank without making the amount in said bank
greater than the amount wagered against it by the other players. In
this instance, subroutine DELETE-CHIP is called to erase the chips
displayed on column Pref2.BET.AMT, and subroutine DRAW-RED and
DRAW-BLUE are called to draw on columns BK.COL1 and BK.COL2, a
number of red and blue chips corresponding to the amount
transferred into the bank.
The designated third and fourth players become associates bankers
under similar conditions with Pref3.BET.AMT, Pref3.REQ.FLG,
Pref3.BET.COL and Pref4.BET.AMT, Pref4.REQ.FLG, Pref4.BET.COL,
performing for said third and fourth players the same functions
that Pref1.BET.AMT, Pref1.REQ.FLG, Pref1.BET.COL perform for the
designated first player.
The bankers priority sequence is then rearranged to include the new
banker(s), in the same manner previously described, and subroutine
IDENT-CHIP is called to assign to the chips displayed on columns
BK.COL1 and BK.COL2 the number of symbol identifying the players
they belong to. Operation then goes to section 2100.
Operation goes to section 1600 if GAM.CNT is set to 1, 2 or 3, to
section 2000 if GAM.CNT is set to 4, or to section 2100 if GAM.CNT
is set to 6.
Flow-chart section 1600 illustrates the chip collection process
that takes place after the betting process if GAM.CNT is set to 1,
2 or 3.
A menu is displayed, prompting the dealer to select for each
player, a win, lose or tie condition, setting a WIN.FLG, LOSE.FLG
or TIE.GLG for each said player. For the first designated
player:
If a tie selection is made for said player, the amount wagered by
said player in Pref1.BET.AMT is refunded in Pref1.RET.AMT, a yellow
marking is displayed in Pref1.STATUS line and subroutine
DELETE-CHIP is called to erase the chips displayed in
Pref1.BET.COL.
If a lose selection is made for said player, the amount wagered by
said player in Pref1.BET.AMT is added to the bank in BK.TOT.AMT,
and a red marking is displayed in P1.STATUS line. Subroutine
SHADOW-CHIP is called to alter the chips displayed in column
Pref1.BET.COL to indicate that said chips are lost to the bank, and
subroutines DRAW-RED and DRAW-BLUE are called to draw on columns
BK.COL1 and BK.COL2, a number of red and blue chips corresponding
to the amount added into the bank.
If a win selection is made for said player, the amount wagered by
said player in Pref1.BET.AMT is refunded in Pref1.RET.AMT, and a
green marking is displayed in Pref1.STATUS line.
The selection process for the second, third and fourth designated
players is similar with Pref2.0WN.AMT, Pref2.BET.AMT,
Pref2.RET.AMT, Pref2.BET.COL, Pref2.RED.CNT, Pref2.BLUE.CNT;
Pref3.OWN.AMT, Pref3.BET.AMT, Pref3.RET.AMT, Pref3.BET.COL,
Pref3.RED.CNT, Pref3.BLUE.CNT; Pref4.OWN.AMT, Pref4.BET.AMT,
Pref4.RET.AMT, Pref4.BET.COL, Pref4.RED.CNT, Pref4.BLUE.CNT,
performing for said second, third and fourth designated players,
the functions that Pref1.OWN.AMT, Pref1.BET.AMT, Pref1.RET.AMT,
Pref1.BET.COL, Pref1.RED.CNT, Pref1.BLUE.CNT perform for the
designated first player. Operation goes to section 1700 if GAM.CNT
is set to 1, 1800 if GAM.CNT is set to 2, or 1900 if GAM.CNT is set
to 3.
Flow-chart section 1700 illustrates the chip distribution process
when GAM.CNT is set to 1, indicating that players are paid by
position. Starting from the designated first player Pref1, each
winner is paid from the bank, in rotation, an amount equal to the
amount wagered until the amount in said bank is depleted or all
players are paid in full.
For the designated first player: The amount won is stored in
Pref1.WIN.AMT. Subroutines DRAW-RED and DRAW-BLUE are called to
draw in column Pref1.WIN.COL, a number of red and blue chips
corresponding to the amount won by said player, and subroutine
DELETE-CHIP is called to erase from columns BK.COL1 and BK.COL2, a
corresponding number of red and blue chips.
For the designated second, third and fourth players, the process is
similar with Pref2.WIN.AMT and Pref2.WIN.COL, Pref3.WIN.AMT and
Pref3.WIN.COL, Pref4.WIN.AMT and Pref4.WIN.COL, performing for said
second, third and fourth players, the functions that Pref1.WIN.AMT
and Pref1.WIN.COL perform said first player.
Any amount remaining in the bank after all winners are paid is
refunded to the losing players. Starting from the designated last
player Pref4, each loser is paid from the bank, in rotation, an
amount equal to the amount wagered until the amount in said bank is
depleted.
For the designated fourth player: The amount refunded is stored in
Pref4.RET.AMT. Subroutines DRAW-RED and DRAW-BLUE are called to
draw in column Pref4.BET.COL, a number of red and blue chips
corresponding to the amount refunded to said player, and subroutine
DELETE-CHIP is called to erase from columns BK.COL1 and BK.COL2, a
corresponding number of red and blue chips.
For the third, second and first players, the process is similar
with Pref3.RET.AMT and Pref3.BET.COL, Pref2.RET.AMT and
Pref2.BET.COL, Pref1.RET.AMT and Pref1.BET.COL, performing for said
third, second and first players, the functions that Pref4.RET.AMT
and Pref4.BET.COL perform for said fourth player. Operation goes to
section 2200.
Flow-chart section 1800 illustrates the chip distribution process
when GAM.CNT is set to 2, indicating that players are paid by
percentage. The total lost by all losers is copied into TOT.LOST,
and the total amount won by all winners is accumulated into
TOT.WIN.
If the amount in the bank is less than the total amount won, each
winner receives a partial payment from the bank that is
proportional to the amount wagered and inversely proportional to
the amount wagered by the other winners,
P..WIN.AMT=P..BET.AMT.times.BK.TOT.AMT/TOT.WIN.
If the amount in the bank is greater or equal to the total amount
won, all winners receive full payment from the bank,
P..WIN.AMT=P..BET.AMT. The amount remaining in the bank after all
winners are paid is refunded to the losing players in P..RET.AMT,
with each receiving an amount that is proportional to the amount
wagered and inversely proportional to the amount wagered by the
other losing players.
The designated first, second, third and fourth players receive the
amount won in Pref1.WIN.AMT, Pref2.WIN.AMT, Pref3.WIN.AMT and
Pref4.WIN.AMT respectively, and the amount refunded in
Pref1.RET.AMT, Pref2.RET.AMT, Pref3.RET.AMT and Pref4.RET.AMT
respectively. Subroutines Draw-red and Draw-blue are called to draw
on Pref1.WIN.COL, Pref2.WIN.COL, Pref3.WIN.COL and Pref4.WIN.COL,
the number of red and blue chips won by said first, second, third
and fourth players respectively, then on Pref1.BET.COL,
Pref2.BET.COL, Pref3.BET.COL and Pref4.BET.COL, the number of red
and blue chips refunded to said players respectifely. Subroutine
DELETE-CHIP is then called to erase the chips displayed on columns
BK.COL1 and BK.COL2. Operation goes to section 2200.
Flow-chart section 1900 illustrates the chip distribution process
when GAM.CNT is set to 3, indicating that players are paid by
increment. Starting from the designated first player, each winner
receives sequentially from the bank, an amount equal to the value
of a blue chip, BLUE.VAL, until each said winner is paid in full,
P..WIN.AMT=P..BET.AMT or the bank is depleted. When a player is
paid in full, the P..WIN.FLG associated with said player is turned
off.
Any amount remaining in the bank after all winners are paid is
refunded to the losing players. The losing player with the greatest
loss to the bank receives from said bank in P..RET.AMT, an amount
reducing his loss to the level of the lost sustained by the losing
player with the second greatest loss. Those two players in turn
receive from said bank in P..RET.AMT, an amount reducing their loss
to the level of the lost sustained by the losing player with the
third greatest loss. This process is repeated until the amount lost
by all losing players is the same. Then, starting from the
designated last player, each player receives from the bank, in
rotation, the value of a blue chip BLUE.VAL until the bank is
depleted.
For the designated first player: The amount won is stored in
Pref1.WIN.AMT, and the amount refunded in Pref1.RET.AMT.
Subroutines DRAW-RED and DRAW-BLUE are called to draw in column
Pref1.WIN.COL, a number of red and blue chips corresponding to the
amount won, and on column Pref1.BET.COL, a number of red and blue
chips corresponding to the amount refunded. Subroutine DELETE-CHIP
is also called to erase from columns BK.COL1 and BK.COL2, a number
of red and blue chips corresponding to the amount in Pref1.WIN.AMT
and Pref1.RET.AMT.
For the designated second, third and fourth players, the process is
similar with Pref2.WIN.AMT, Pref2.RET.AMT, Pref2.WIN.COL,
Pref2.BET.COL; Pref3.WIN.AMT, Pref3.RET.AMT, Pref3.WIN.COL,
Pref3.BET.COL; Pref4.WIN.AMT, Pref4.RET.AMT, Pref4.WIN.COL,
Pref4.BET.COL, performing for said second, third and fourth
players, the functions that Pref1.WIN.AMT, Pref1.RET.AMT,
Pref1.WIN.COL, Pref1.BET.COL perform for the designated first
player. Operation goes to section 2200.
Flow-chart section 2000 illustrates the chip collection and
distribution process when GAM.CNT is set to 4, indicating that
higher ranked players are paid in descending order from lower
ranked players in ascending order. A selection menu is displayed,
prompting the dealer to enter for each player, a number
corresponding to the total points of their cards. That number is
displayed in P1.STATUS line for player one, P2.STATUS line for
player two, P3.STATUS line for player three and P4.STATUS line for
player four. Starting from the designated first player, the players
are then sorted in ascending order based on the number entered for
them and/or the proximity of that number to the target number for
the game, so that pointer ind1 points to the highest ranked player
and pointer ind4 points to the lowest ranked player. The number
entered for the first ranked player is stored in counter Pind1.RK,
the number for the second ranked player in Pind2.RK, the number for
the third ranked player in Pind3.RK, and the number for the fourth
ranked player in counter Pind4.RK. Ranking numbers are assigned
based on the content of counter Z. Assuming that every player is a
potential loser, SHADOW-CHIP function is called to alter the chips
displayed in the BET.COL associated with all players.
The first ranked player, Pind1, receives from the last ranked
player, Pind4, an amount equal to that wagered in Pind1.BET.AMT, to
the extend possible, providing that the number in Pind1.RK is not
the same as the number in Pind4.RK. If the amount wagered by said
fourth ranked player is not sufficient, said first ranked player
receives the balance from the third, then second ranked players, to
the extend possible, under the same conditions. In each instance,
the number in Pind1.RK is compared to the number in similar counter
for the other players to prevent the first ranked player from
collecting from another player with the same assigned number. The
second and third ranked players receive payment from the lower
ranked players in the same manner. The amount or portion of the
amount wagered by a player in P..BET.AMT that is not lost to
another player is refunded in P..RET.AMT. The designated first,
second, third and fourth players receive the amount won in
Pref1.WIN.AMT, Pref2.WIN.AMT, Pref3.WIN.AMT and Pref4.WIN.AMT
respectively, and the amount refunded in Pref1.RET.AMT,
Pref2.RET.AMT, Pref3.RET.AMT and Pref4.RET.AMT respectively.
Subroutines Draw-red and Draw-blue are called to draw on
Pref1.WIN.COL, Pref2.WIN.COL, Pref3.WIN.COL and Pref4.WIN.COL, the
number of red and blue chips won by said first, second, third and
fourth players respectively, then on Pref1.BET.COL, Pref2.BET.COL,
Pref3.BET.COL and Pref4.BET.COL, the number of red and blue chips
refunded to said players respectively. Operation goes to section
2200.
Flow-chart section 2100 illustrates the chip collection and
distribution process when GAM.CNT is set to 5 or 6, indicating that
players wager against a bank representing one or more bankers. A
selection menu is displayed, prompting the dealer to make a win,
lose or tie selection for each player who wagered against the bank,
setting a win, lose or tie flag for each said player. The wager of
each said player is processed, sequentially, starting from the
designated first player Pref1.
For the first designated player:
If a tie selection is made for said player, the amount wagered in
Pref1.BET.AMT is transferred to Pref1.RET.AMT, a yellow marking is
displayed in P1.STATUS line, and subroutine DELETE-CHIP is called
to erase the chips displayed in column Pref1.BET.COL.
If a win selection is made for said player, a green marking is
displayed in P1.STATUS line, and said player receives in
Pref1.WIN.AMT, the amount won from the bank which is equal to the
amount wagered, to the extend that there is money in the bank, and
the amount wagered in Pref1.BET.AMT is transferred to
Pref1.RET.AMT. The amount lost by the bank is recorded in counter
X.AMT, and that amount is deducted from the amount wagered by the
first banker in Bref1.BET.AMT, to the extend possible, then from
the amount wagered by the other bankers, in sequence. Subroutines
DRAW-RED and DRAW-BLUE are called to draw in column Pref1.WIN.COL,
a number of red and blue chips corresponding to the amount won by
said player, and subroutine DELETE-CHIP is called to erase from
bank columns BK.COL1 and BK.COL2, a corresponding number of red and
blue chips. The chips identified with the first designated banker
Bref1 are deleted first, then those identified with the second,
third and fourth bankers are deleted, in sequence.
If a lose selection is made for said player, a red marking is
displayed in P1.STATUS line, and SHADOW-CHIP function is called to
alter the chips displayed on Pref1.BET.COL.
The amount wagered by said player, or any portion of it that
corresponds to the amount in the bank, is transferred from
Pref1.BET.AMT to counter X.AMT, and any amount remaining in
Pref1.BET.AMT is transferred to Pref1.RET.AMT. Subroutines DRAW-RED
and DRAW-BLUE are called to draw on Pref1.BET.COL, the number of
red and blue chips corresponding to the amount refunded to said
player. The amount lost to the bank in X.AMT is awarded to the
first banker in Bref1.WIN.AMT, to the extend that said amount is
matched by the wager of said banker in Bref1.BET.AMT. A
corresponding amount is also transferred from the amount wagered by
said banker in Bref1.BET.AMT to Bref1.RET.AMT. Subroutines DRAW-RED
and DRAW-BLUE are called to draw on column Bref1.BET.COL, the
number of red and blue chips corresponding to the amount refunded
to said banker, as indicated by the content of Bref1.RET.AMT, and
on column Bref1.WIN.AMT, the number of red and blue chips
corresponding to the amount won by said player, as indicated by the
content of Bref1.WIN.AMT. Subroutine DELETE-CHIP is also called to
erase from columns BK.COL1 and BK.COL2, the number of red and blue
chips corresponding to the amount refunded to said banker. In the
first said banker does not have enough money in the bank to cover
the amount lost by said player, the remaining portion of that
amount is awarded to the other bankers, in sequence, under similar
conditions.
The selection process involving the second, third and fourth
designated players is similar, with Pref2.BET.AMT, Pref2.WIN.AMT,
Pref2.RET.AMT, Pref2.BET.COL, Pref2.WIN.COL; Pref3.BET.AMT,
Pref3.WIN.AMT, Pref3.RET.AMT, Pref3.BET.COL, Pref3.WIN.COL;
Pref4.BET.AMT, Pref4.WIN.AMT, Pref4.RET.AMT, Pref4.BET.COL,
Pref4.WIN.COL, performing for said second, third and fourth
designated players, the same functions that Pref1.BET.AMT,
Pref1.WIN.AMT, Pref1.RET. AMT, Pref1.BET.COL, Pref1.WIN.COL perform
for said first designated player.
After the wager of all players has been processed, any amount
remaining in the bank is refunded to the bankers, starting from the
designated last banker. Said banker receives from BK.TOT.AMT in
Bref4.RET.AMT, an amount equal to that in Bref4.BET.AMT, to the
extend possible. Subroutines DRAW-RED and DRAW-BLUE are called to
draw on column Bref4.BET.COL, the number of red and blue chips
corresponding to the amount refunded to said banker, as indicated
by Bref4.RET.AMT, and subroutine DELETE-CHIP is also called to
erase from columns BK.COL1 and BK.COL2, a corresponding number of
red and blue chips.
The refund process involving the third, second and first bankers is
similar with Bref3.BET.AMT, Bref3.RET.AMT, Bref3.BET.COL;
Bref2.BET.AMT, Bref2.RET.AMT, Bref2.BET.COL; Bref1.BET.AMT,
Bref1.RET.AMT, Bref1.BET.COL, performing for said third, second and
first bankers, the same functions that Bref4.BET.AMT,
Bref4.RET.AMT, Bref4.BET.COL perform for said fourth designated
banker. Operation then goes to section 2200.
Flow-chart section 2200 illustrates the process that takes place
when the END.GAME key is pressed by the dealer, ending the game.
The amount won by each player in P..WIN.AMT and the amount refunded
to each said player in P..RET.AMT are added to the amount belonging
to each said player in P.. OWN.AMT. All the bet and win display
columns are then cleared. Operation then returns to section 1000
and the main selection menu is displayed.
If the REPEAT.GAM key is pressed, the amount won and refunded to
all players is automatically returned to the bank and the counters
storing the amount wagered by all players, and subroutines DRAW-RED
and DRAW-BLUE are called repeatedly to draw the corresponding
number of red and blue chips wagered on the bet columns associated
with said players and said bank. The mirror copy of game variables
P..BET.AMT, P..WIN.AMT, P..RET.AMT, P..RED.CNT, P..BLUE.CNT,
P..BK.FLG, P..REQ.FLG, P..TIE.FLG, P..WIN.FLG and P..LOSE.FLG are
used to restore the game to its original condition before the
win/lose selection was made. The dealer is then prompted to select
the option of restoring the original win/lose selection or making a
new win/lose selection for the players. If the former option is
selected, the amount originally won and refunded to all players is
again dispersed to said players, and subroutines DRAW-RED,
DRAW-BLUE and DELETE-CHIP are called to draw and erase chips as
required, with the mirror copy of the game variables used to
restore the game to its original condition. If the latter option is
selected, a new win/lose selection is made for the players and the
chips wagered are distributed accordingly. A new game gets
underway, when the START.GEM key is pressed.
Each time a player presses a key to increase or decrease the amount
of his wager, and each time an amount is won or refunded to a
player, the numeric LCD display associated with said player is
updated accordingly. Referring to the drawing illustrated in FIG.
3, a string of signals is sent, via output T5, to LCD display 310
to decrease the amount indicated, each time a bet is made by player
one, and a string of signals is sent, via output T1, to said LCD
display to increase the amount indicated, each time an amount is
awarded to said player. Similarly, a string of signals is set, via
outputs T6, T7 and T8, to LCD displays 320, 340 and 350 associated
with players two, three and four, to decrease the amount indicated,
and a string of signals is sent, via outputs T2, T3 and T4, to said
LCD displays to increase the amount indicated.
In the text, reference has been made to writing on the chips
displayed in the bank, a unique number or marking identifying the
player they are associated with. In an alternate arrangement, a
line is draws between stacks of chips associated with different
players, and an identifying number is written on or about that
line.
In the text, reference has also been made to one video monitor for
displaying the computer-generated graphic likeness of poker chips.
In practice, two or more video monitors situated side by side may
be used. For instance the first video monitor may display chips
wagered and won by a number of players, while a second monitor
displays chips wagered and won by other players. The arrangements
permitting two or more video monitors to be controlled from one CPU
are well known.
From the logic illustrated, the actual computer programs and codes
to operate the system and methods described can be generated by
anyone skilled in the art. Those computer programs and codes are
not part of the invention, except as produced to operate the system
as described.
There will now be obvious to those skilled in the art many
modifications and variations of the systems and methods set forth
above. These modifications and variations will not depart from the
scope of the invention as defined by the following claims.
* * * * *